jfraser Posted June 5, 2015 Posted June 5, 2015 No, that's the latest. But the suggestions you made implied otherwise. Either way, my point stands: your suggestions have already been implemented. I feel like I'm dividing by zero......... @nooblet123 - I suppose I don't have to warn you (and others) of the risks of modifying scripts locally? In the case of 'moveto', I tried to reach a balance where it made sense to have the player moved to the master or the other way around. The original SD always kept the player next to the master, which led to too many situations where the player got stuck in an empty/boring area and had no other choice than die of cold, starvation or just plain boredom. Having the option to move the master to the player is vital to keep the mod playable. Now... is SD+ easier to escape than the original? probably yes in some situations. Hopefully, this will improve with future versions. What are the risks? When you run away from the owner, the collar makes you black out and the owner is teleported to you, you continue running, the owner is teleported to you again, but you continue running, the owner is teleported to you again, ......., then you make it to the town gate/guards. Then either you talk to a guard to disable the collar and you're free. Or piss the owner off (who is nearby) to start whipping you and hide behind one of the npcs. The owner hits a npc and is killed by npcs/guards. Then you loot the key and you're free. That's how you escape with absolutely no effort. Ah, I see what you're saying, and I apologize for forcing you into indeterminate form mathematics. We are viewing this from different sides. I like to view the game from a role playing perspective, so I would consider either of the methods you stated for gaining freedom to be RP hacks, if you will. After all, if you were really in that situation, your master would never stand for you talking to a guard and getting free. Not would he attack citizens. Thus, I did not think of those scenarios when responding to your initial post - it sounded like you were referring to the old days of SD, when you could just run away or change cells to gain freedom.
azmodan22 Posted June 5, 2015 Posted June 5, 2015 I have completed the sprigan quest loooooong time ago but the sprigan feet and hands are still in my inventory. I through them away (since I cannot sell them) but they spawned again. What am I missing? how can I fix this (remove them)? Those two seem to mess things up with Defeat and DA.
DeepBlueFrog Posted June 6, 2015 Author Posted June 6, 2015 I have completed the sprigan quest loooooong time ago but the sprigan feet and hands are still in my inventory. I through them away (since I cannot sell them) but they spawned again. What am I missing? how can I fix this (remove them)? Those two seem to mess things up with Defeat and DA. I added a couple of safeguards in case the hands and feet roots don't get removed correctly after the end of the quest. 1- Talk to Danica Purespring in Whiterun and ask her to remove the roots 2- If that fails, go to the actual Kyne's Grove (north of Kynesgrove) and drink from the bowl under the waterfall once you are in the cave. That should clear you up.
nooblet123 Posted June 6, 2015 Posted June 6, 2015 No, that's the latest. But the suggestions you made implied otherwise. Either way, my point stands: your suggestions have already been implemented. I feel like I'm dividing by zero......... @nooblet123 - I suppose I don't have to warn you (and others) of the risks of modifying scripts locally? In the case of 'moveto', I tried to reach a balance where it made sense to have the player moved to the master or the other way around. The original SD always kept the player next to the master, which led to too many situations where the player got stuck in an empty/boring area and had no other choice than die of cold, starvation or just plain boredom. Having the option to move the master to the player is vital to keep the mod playable. Now... is SD+ easier to escape than the original? probably yes in some situations. Hopefully, this will improve with future versions. What are the risks? When you run away from the owner, the collar makes you black out and the owner is teleported to you, you continue running, the owner is teleported to you again, but you continue running, the owner is teleported to you again, ......., then you make it to the town gate/guards. Then either you talk to a guard to disable the collar and you're free. Or piss the owner off (who is nearby) to start whipping you and hide behind one of the npcs. The owner hits a npc and is killed by npcs/guards. Then you loot the key and you're free. That's how you escape with absolutely no effort. Ah, I see what you're saying, and I apologize for forcing you into indeterminate form mathematics. We are viewing this from different sides. I like to view the game from a role playing perspective, so I would consider either of the methods you stated for gaining freedom to be RP hacks, if you will. After all, if you were really in that situation, your master would never stand for you talking to a guard and getting free. Not would he attack citizens. Thus, I did not think of those scenarios when responding to your initial post - it sounded like you were referring to the old days of SD, when you could just run away or change cells to gain freedom. Bandits were killed on sight in original SD when they stumbled upon some guards. From RP POV the owner would drag you back to the "base" too. Anyway I tried playing with "dragging back to the base" and my char was raped like 15 times by the owner and sometimes another bandit and got 2 STDs from sexlab STDS Meanwhile. every time I tried to run away, I got teleported back to the owner after blacking out. Finally the collar was swapped for an electric one and only then I was able to run away. If the owner would've teleported to me it I'd be free in 30 seconds. I also surrendered to a guard with Prison Overhaul (had 50 bounty) thinking I'd get out of all restraints, but I received them back after the sentence lol.
Black Jackal Posted June 6, 2015 Posted June 6, 2015 I LOVE this mod. great work. however, ever since you added Death Alternative as a requirement, enslavement is non exsistant. when ever i surrender using the registered key the NPC still attacks untill im forced in a knocked down position and nothing happens at all and i have to reload a previous save. if i let the attack just attack me no enslavement triggers either and im knocked down and have to reload again. everything else works though, spriggan works fine.
Sybian Posted June 6, 2015 Posted June 6, 2015 need help, infinite loop of "freezing to death and getting teleported to sangines lair." Teleport out and then get sent back 1 second later. message appears and off I go. Helps!
Falvnar Posted June 6, 2015 Posted June 6, 2015 Then you talk to a guard to disable the collar and you're free. I would agree that this is a kind of hacky way to get free. I'm not sure about the exact "lore" behind the mod, but I would assume that slavery is legal in some manner, judging by the fact that the guards don't try to arrest your owner or demand they set you free. Under that assumption, guards would have to be corrupt to disable your collar, and in my opinion, they shouldn't be likely to help you. Personally, what I would do is make it rare for a guard to disable your collar and likely that they will instead cause your owner to punish you somehow. One idea would be a small bounty addition (just enough to trigger a punishment) for the player if they asked for help, as it would make sense that encouraging others to break the law would be a crime, and having to pay when slaves try to escape would also encourage owners to keep their slaves in line. Something should also be done to prevent the player from simply retrying the dialogue option until it works; I'm not sure if it's possible to just prevent the option from reappearing for a period of time or not. Speaking of punishments, I had the thought that your owner would be able to punish you by shortening your leash. From my understanding, you would just need to swap out the current leash effect with a duplicate which has a smaller radius to do this. My only doubt is that it might make it more difficult to please your owner like this, but then so does being gagged, so... On that subject, do you intend to flesh out the ability to please your owner? One of my few complaints with this mod is the fact that you get brought to a interior cell, and your main ability to please your owner depends on you picking nearby things up and giving them to your owner. The problem ends up being that once your surroundings are devoid of clutter, you're pretty much done being able to make your owner happy, so what I end up doing is trying to give my owner items just slow enough to please them for the day without wasting my finite amount of resources. It's too much like a game for my tastes, and it's one which you can only lose. Just some more minor gripes/suggestions: It would be cool if you could ask your owner to go someplace new (to another slavery destination), which would only be possible on a higher slavery level when your owner is happy with you. It would help with the resource depletion problem as well as allow for some roleplaying. Could something be done to prevent your owners from dying to the forty wolves they inevitably have to fight on the trips to slavery destinations? Giving them some passive health regeneration would help with this. I believe I suggested this before, but being given / asking for a cure disease potion when diseased would be really nice. This is more of a dialogues thing, but begging for food or being given food when begging for gold would be nice too. As always, nice work with the mod.
Morferous Posted June 6, 2015 Posted June 6, 2015 I have been using the latest ZAP and SD+ with my test character. She wen't trough 3 enslavements (poor thing ), but I did not faced any unexpected CTDs on problems. Only thing that isn't there is MCM. That's a bit worrying. no mcm running for zaz means the mod prolly isn't doing anything, the register anims button is in there, without it the mod's useless Yeah. I figured that out, when I finally started to plan a mod of my own. Now the MCM is working again, after zaira's update. Edit: Typo.
DeepBlueFrog Posted June 6, 2015 Author Posted June 6, 2015 need help, infinite loop of "freezing to death and getting teleported to sangines lair." Teleport out and then get sent back 1 second later. message appears and off I go. Helps! You need to disable the Frostfall addon if you are not using Frostfall.
DeepBlueFrog Posted June 6, 2015 Author Posted June 6, 2015 I believe I suggested this before, but being given / asking for a cure disease potion when diseased would be really nice. This is more of a dialogues thing, but begging for food or being given food when begging for gold would be nice too. These two points are already working. You already have a chance of being given a cure disease potion when telling your owner you are hurt. Begging for food is available under the 'Master? / Mistress? / Please?' menu... just tell them you are hungry. Getting food when begging for gold will come in the next update (already done in development).
Golgo13 Posted June 6, 2015 Posted June 6, 2015 Is there supposed to be anything that happens after you obtain the Ghostblade? My quest log still just has the instruction to bring the 15 dragon bones to the the Skyforge-- even after I turned them in and was given the next part of the quest. I thought that it might just be a glitch, so, when Grey-Mane showed no interest in my Ghostblade, I went home and brought 15 of my last remaining 18 dragon bones to try to advance the plot. But, I just got a repeat of the first time, minus the quest for the Ghostblade. I'm guessing that I'm missing out on some kind of payoff for the quest line; I suspect that I'm stuck. But, since this is my first and only play through, I have no way of knowing. I was imagining eventually learning Sanguine's daedric techniques for crafting see-through ghost armor, vibrating saddles or dagger sheaths, or something like that....
CliftonJD Posted June 6, 2015 Posted June 6, 2015 I LOVE this mod. great work. however, ever since you added Death Alternative as a requirement, enslavement is non exsistant. when ever i surrender using the registered key the NPC still attacks untill im forced in a knocked down position and nothing happens at all and i have to reload a previous save. if i let the attack just attack me no enslavement triggers either and im knocked down and have to reload again. everything else works though, spriggan works fine. check your da settings or screenshot them and post here, without any real issues or ctd's it sounds as tho you just need to adjust your settings i like a 15 % bleedout, with magic debuff at hardcore and immunity set to 1, then da 6 also comes with sd enslavement disabled under the bleedout setings
Sybian Posted June 6, 2015 Posted June 6, 2015 need help, infinite loop of "freezing to death and getting teleported to sangines lair." Teleport out and then get sent back 1 second later. message appears and off I go. Helps! You need to disable the Frostfall addon if you are not using Frostfall. I am not using frostfall and it is not selected in the options menu. it is greyed out in the selection mods and addons list.
DeepBlueFrog Posted June 6, 2015 Author Posted June 6, 2015 need help, infinite loop of "freezing to death and getting teleported to sangines lair." Teleport out and then get sent back 1 second later. message appears and off I go. Helps! You need to disable the Frostfall addon if you are not using Frostfall. I am not using frostfall and it is not selected in the options menu. it is greyed out in the selection mods and addons list. Exactly... Frostfall is not installed and that is the issue. What you have to disable is SD's own Frostfall patch. Remove this from your load order: SDpatch - frostfall.esp This error message is coming from the patch trying to do its job when Frostfall is not installed.
DeepBlueFrog Posted June 6, 2015 Author Posted June 6, 2015 Is there supposed to be anything that happens after you obtain the Ghostblade? My quest log still just has the instruction to bring the 15 dragon bones to the the Skyforge-- even after I turned them in and was given the next part of the quest. I thought that it might just be a glitch, so, when Grey-Mane showed no interest in my Ghostblade, I went home and brought 15 of my last remaining 18 dragon bones to try to advance the plot. But, I just got a repeat of the first time, minus the quest for the Ghostblade. I'm guessing that I'm missing out on some kind of payoff for the quest line; I suspect that I'm stuck. But, since this is my first and only play through, I have no way of knowing. I was imagining eventually learning Sanguine's daedric techniques for crafting see-through ghost armor, vibrating saddles or dagger sheaths, or something like that.... I thought I fixed these issues with quest stages. https://github.com/MinLL/SDPlus/issues/252 If they still persist, you should consider the blacksmith quest done at this point. Working for Eorlund is more an excuse to get you to do quests related to powerful items. I wanted to do what you had in mind initially but that turned out to be a lot more work than I had at the time, so I left it as a collection of vanilla quests instead.
Falvnar Posted June 6, 2015 Posted June 6, 2015 You already have a chance of being given a cure disease potion when telling your owner you are hurt. Oh, cool; I didn't realise. Getting food when begging for gold will come in the next update (already done in development). I'm glad to hear that.
azmodan22 Posted June 7, 2015 Posted June 7, 2015 I got a serious problem with this mod and the quest about the "dreamstride". this mod will apparently cause that quest to crash. I try to complete the dreamshride quest and it crashes every time. the last entry in the log is something about SD (I have no idea how to read it) so I figure that SD+ is the one that is causing the crashes.
DeepBlueFrog Posted June 7, 2015 Author Posted June 7, 2015 I got a serious problem with this mod and the quest about the "dreamstride". this mod will apparently cause that quest to crash. I try to complete the dreamshride quest and it crashes every time. the last entry in the log is something about SD (I have no idea how to read it) so I figure that SD+ is the one that is causing the crashes. What is Dreamstride?
Content Consumer Posted June 7, 2015 Posted June 7, 2015 I got a serious problem with this mod and the quest about the "dreamstride". this mod will apparently cause that quest to crash. I try to complete the dreamshride quest and it crashes every time. the last entry in the log is something about SD (I have no idea how to read it) so I figure that SD+ is the one that is causing the crashes. What is Dreamstride? Waking Nightmare (Daedra quest in Dawnstar) @azmodan22, where is it crashing, exactly? Before or after you enter the fort, right when you drink the torpor, when Erandur is trying to destroy the staff, where?
Azn Posted June 7, 2015 Posted June 7, 2015 Having what seems to be a little bit of a glitch or something at the moment, my character keeps surrendering automatically when hit by an enemy just once for some reason, I've browsed through all my mods settings and haven't noticed anything unusual that could be responsible for this, has anyone else had this pop up? Just wondering whats causing this.
DeepBlueFrog Posted June 7, 2015 Author Posted June 7, 2015 I got a serious problem with this mod and the quest about the "dreamstride". this mod will apparently cause that quest to crash. I try to complete the dreamshride quest and it crashes every time. the last entry in the log is something about SD (I have no idea how to read it) so I figure that SD+ is the one that is causing the crashes. What is Dreamstride? Waking Nightmare (Daedra quest in Dawnstar) @azmodan22, where is it crashing, exactly? Before or after you enter the fort, right when you drink the torpor, when Erandur is trying to destroy the staff, where? More questions about that quest and SD. Where are you in relationship to SD when you attempt that quest? - Are you enslaved? - Are you free but wearing a collar? - If you are enslaved, is your master with you? - If Erandur your master?
JahReit Posted June 7, 2015 Posted June 7, 2015 Don't know if Bethesda finally fix the walking nightmare quest, but one solution to avoid CTD is before you drink the torpa exit the building, save, go back to the barrier and either drink the torpa or just TCL through the barrier, shut down the field and complete the quest.
Morferous Posted June 7, 2015 Posted June 7, 2015 Quest crahed during saves, or autosaves. This was fixed in Unofficial Skyrim Patch 1.9.26.0.8. SD+ does not seem to overwrite anything from the patch. I completed the quest in question few weeks back, with SD+ installed. I did not have any problems. However, it has been suggested that crash might be related to problems with follower protocols. I did not have a follower with my character.
Golgo13 Posted June 7, 2015 Posted June 7, 2015 Can anyone recommend any new mod(s) I could try that are compatible with SD+? I started a new game to try a mod, then learned that that mod was supposedly broken until the developer reconstructed his source code. So, I'm ready to start a new game... I just don't know what mod to use in it to make it different from my last time.
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